I designed and modeled the "Kaboom Mech" and the XM806 experimental machine gun in 3ds max. It went on the shelf for some time as other projects took priority. When I finally had the chance to use Susbtance Painter 2, the untextured mech model seemed like the perfect canvas to texture with the new PBR workflow.
Before I started texturing the Mech Model, I used the "Type-M" Space Shuttle model, which I designed and modeled for a Unity Project, and the XM806 model in order to test the 3ds Max/Substance Painter pipeline and to examine various workflows in Substance Painter 2. The "Type-M" model was inspired by a certain "science fiction franchise." You may notice some continuity with that universe. However, the overall design is my own "model" in that universe.
A rework of my Unreal 3d character game asset. The Low-poly Barbarian was modeled in 3ds Max with a bit of Mudbox Sculpting for normal maps, and textured in Sustance Painter with a bit of Photoshop.
Sketches and Early Renders